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Monday, 16 April 2018

They say 'write what you know' and for the longest time I disagreed with that. As a person who writes fantasy and science fiction and occasionally crime novels (with the aforementioned fantasy and science fiction sprinkled in) it's always seemed strange to me that I shouldn't write what I don't know. I don't know how to create fire out of thin air using nothing but my mind and some unseen force, but I've written about it. I've never lead a military space ship and yet I have a fairly unsuccessful but well received short story on amazon kindle about just that thing.
In the past few years I've come to understand this phrase a little better. While there are elements of stories that may not be something that you know, there is always something that you can. Characters, conversations, relationships, whether you have space ships or pyromancers you still have simple humanity.
But thats not what I'm writing about today.
I've had an idea for a while and I've written pieces of it, but the more I write the more I wonder if I'm even able to. If I'm even suited to. The story I'm talking about is Game on, the murder mystery about a games designer. It's funny, because this is the closest to my life I've ever writen, and yet its probably the most difficult to write.
When I started work on it I decided to make the lead a woman, which instantly lent a significant amount of history and controversy to the book, which makes it so much harder to write. Theres a part of me that doesn't want to write it, but another part that REALLY wants to write it because I think it'll be good.
I'm not sure why I'm writing this, can you tell?
I guess it's just interesting that the closest I've come to writing what I know is also the furthest I've been from writing what I know.
I'm still struggling with writing in general at the moment, but I hope that one day this project gets the time it deserves. And when it does, I already know that I'll solve my worries about misrepresenting the women of the games industry by having the women in the industry that I know read it first.
Hopefully I wont offend them too much.

Monday, 9 April 2018

Recently a Games Design student sent me a bunch of interesting questions abotu beign a games designer. I figured that other people might have similar questions so I figured I'd post them here.
James

What does your average day in the studio look like? What kind of
tasks or design work do you have to tackle most days?

This can change day to day and depending on where we are in a
development cycle (early, middle, end). Generally, in early stages my day to
day job involves meetings with the team (mostly brain storming but if the
feature is complex then there will be follow up meetings with the design team
to discuss how we think it should work) and writing design documentation.
Middle stages are working with other developers (Code and Art) to implement the
feature. This can look like review and feedback, but also actual
implementation. Finally, towards the end of a cycle I spend my time playing the
feature, reviewing it, balancing it and offering feedback.

What was your greatest misconception of the games industry before
you worked in it?

It’s fun. Don’t misunderstand me, I’d not work
anywhere else. From time to time you do have fun with your work, but there’s a
misconception that when you work in games your playing. You’re a QA tester? You
just play games for a living. You’re a designer you just come up with fun
little ideas. But its more than that. It’s work. Sometimes its hard, sometimes
its frustrating, sometimes you aren’t doing what you want, sometimes you’re
doing things you don’t want to do. That said, I wouldn’t work anywhere else.

That or ‘you’ll earn 50k in your first year’
that’s lies.

What do you believe to be the most critical skill for any game
designer? Or just as a developer in general?

Understanding.
Understand your players. Understand what you’re trying to do. Understand how
your getting there. But mostly the first one. If you understand what the
players want to see in your game, you will have a much better time of it. Now
that isn’t to say ‘make only the games that you know 100% people will buy’.
Knowing someone will play something is different to understanding them. You
might know that the games market will buy and play a gritty realistic shooter,
but you might understand that the audience you’re looking at is more inclined
towards something else but plays the shooters because that’s all that’s on the
market. According to Forbes of the top 5 highest selling games of all time only
one of them even had guns in. Understand that what’s on the market isn’t
necessarily what should be on the market.

As someone who also studied a games development related course at
university: what advice would you give to graduates with 3 years of game
development experience in a simulated 9-5 studio context for getting into the
industry?

Sadly, I’m not the best person to talk to about that. I’ve been in the
industry for almost 9 years now, but the first 6 years of that I was QA. QA is
a way into the industry, people use it as a stepping stone to the other
departments all the time, but from there it’s often luck.

Best way I can think of though: make a game.

What do you feel like is the most powerful piece within your own
portfolio?

Either my work with the discovery channel on shark week for 4 years in
a row, or my time running Hungry Shark Evolution, specifically the times when
we broke company records for player retention and Daily Active Users.

What did you do when you were in the position of applying for jobs
without professional work in your portfolio?

I designed games and wrote documentation
privately and put them on my site. However, it’s worth noting that it didn’t
work. I eventually got the job while working as QA, writing documentation for a
game I was working on and sending it to my Creative director, who allowed me to
prove myself. I got lucky.

When you were a junior designer at Future Games of London, how much
creative control and agency did you have within a project's design?

For the first 3 months I was given some
creative control, designing things on my own but getting approval from others.
For the latter 9 months of my time as a junior designer I had full creative
control over Hungry Shark Evolution. It’s worth noting that this is not normal.

What was your first big responsibility as a game designer?

Taking the lead on designing the features for Shark Week 2015.

It appears that you took the QA route into game design and
development: what were the best things you learned from that role and is it a
route that you would recommend to others?

There are 2 reasons to go through QA;

You understand their perspective

You learn how to see the flaws in your
designs.

QA get a bad rep. people don’t like them
because they tell them what they’ve done wrong. But its important. It’s
incredibly important. A game comes out buggy I guarantee you that 90% of the
time the testers found the bug but someone else either waived it or there was
simply no time to fix them.
When you design something you need to be able to see the flaws. You need to be
able to see the problems with it. Developing your critical eye within QA
significantly reduces the amount of time it takes to put out a feature.

You have been in the industry for a while now, how does your present
skillset differ from when you first started out and why did you learn these new
skills?

I have a lot more technical knowledge than I did back then, specifically
in Unity 3D and Photoshop. I learned these so that I could implement features
and so that I could create mock-ups of UI. I’ve recently begun learning C#,
this makes it significantly easier to develop games. It makes you a vital part
of any prototyping team and it makes it easier for you to design a feature and
understand how it can work.

Is there anything else that you would like to add or share with
someone looking to get into the Games Industry as a professional that works
within it?

The Game industry is incredibly small. I have never been at a company
where I haven’t either already known someone there or at the least known someone
who has known someone I know. Other industries you can burn bridges and not
make a difference, but in the games industry that might be the same bridge you
need to cross 6 months from now. So cultivate good relationships and you’ll do
well!